JOURNEY ------- Outside of a store,what a perfect place to begin a game, oh well you might as well ENTER and LOOK AROUND. EXAMINE MAP and REPLY to storekeeper, it does'nt appear to worth be it but you might as well BUY MAP along with the FOOD. EXIT and PROCEED. ENTER the tavern EXAMINE CUSTOMERS and of course LOOK AROUND. Not much here so EXIT. You will be approached by a somewhat unsavoury looking character who will ask to join your party,you can GET ADVICE but for your party's sake ACCEPT or suffer the consequences later.Now that MINAR has joined your party you may PROCEED. Now that you have left Lavos, you have two paths to follow, but being as Minar is with you he might as well SCOUT. As suspected there are bandits lying in wait on the LEFT path so go RIGHT. Minar should now SCOUT again and discover a cairn. Praxix should first EXAMINE the BODIES to discover some essences, examining the CAIRN is of no great value. PROCEED. Once again Minar should SCOUT the area, FOLLOW SMOKE this will lead you to a hut. KNOCK. Inside you will find a hermit reply to his ravings by telling the TRUTH. Two things should be done here the first of which is for Praxix to EXAMINE HERMIT, this will reveal who he is. The second thing to be done is for Minar to LOOK AROUND the results will surprising and very useful. EXIT and EXAMINE BAG. PROCEED. You will now arrive at a stream let Esher EXAMINE STREAM then be greedy and FIND GOLD, you won't but it is important to look anyway. At this point you will be called upon to use magic to prevent a tragic accident. But first a little point to remember about the use of magic. The use of essences is of vital importance to the game so any wasting of them WILL! cause future problems, if you must play around with magic(and some very funny things can happen) save the game first. And now back to the game. CAST an ELEVATION spell at Tag to prevent the wall of water from washing Tag's pack away you will need it's contents later. After this Praxix will discover that there is no gold but instead there is vital water essence. From here on various members of the party will wish to recount their legends and stories allways read these carefully as vital clues and answers are to be found in these. Your next stop will be at a lake where after fishing Minar will disapper(it won't be the last time) forget about the lake you won't find him, PROCEED instead and ENTER CAVE. CAST GLOW on STAFF and PROCEED untill you arrive at a pool. ENTER POOL and then LEAVE TUBE. upon arriving you will find Minar but don't worry about him for the time being just HIDE.ENTER WIDE PATH and go LEFT, PICK UP TORCH and go BACK. Now go RIGHT and PICK UP BLUE AMULET you can't leave the treasury with it in your possession so PROCEED. At the second pool PICK UP COVER and DROP BLUE AMULET then make your way back to the SMELLY POOL and DIVE, PICK UP BLUE AMULET and SURFACE. Go BACK to Minar and EXAMINE MINAR he should be well enough to go with you so it's BACK TO THE CAVE where you will join the party, and once again PROCEED. At the river PROCEED UPSTREAM twice BUILD RAFT and LAUNCH RAFT. Keep CROSSing river untill you reach the other side. CAST GLOW on MAP and then EXAMINE MAP this will lead you to Astrix who will inform you of what is to be done. After leaving the Sunrise Tower SCOUT around and once again Minar will disappear LOOK AROUND twice then GET HELP. ENTER and PROCEED. When you hear approaching footsteps STAND, when the Dwarves approach PARLEY and TELL TRUTH. ACCEPT their offer and PROCEED twice. At the runes let Hurth EXAMINE RUNES and ENTER. Once inside you get lost no matter what you do so CAST FLARE this will reveal an upper level CAST ELEVATION at anyone and take the RIGHT tunnel, here you will find Minar is being held captive by Orcs. To get past the Orcs FIGHT and CAST MUD, now FLANK Orcs and select COMBAT untill all of the Orcs are dead. There is no way of stopping Hurth from being killed but at least you have obtained the Dwarf stone. RETURN. PROCEED and you will begin to encounter an evil force PROCEED again and it grows stronger PROCEED again and you realize something must be done so go BACK this will leave Praxix on his own, now CAST a TREMOR spell to seal off the tunnel. At the stairs go UP and go LEFT, at the chasm CAST ELEVATION at anybody and CAST WIND. It does not matter who go's UP or who stays just LOOK AROUND and PICK UP SPYGLASS now go DOWN. Go RIGHT and EXIT. Now to make matters worse Minar has managed to get bitten by a Nightfang of which the known cure is Westflake. SPLIT UP. The first character you control is Bergon who should RETURN immediately. The second character you control is Praxix who should PROCEED. At the stump CAST LIGHTNING and go DOWN and BACK. The last character you control is Tag who should follow the STREAM PATH where he will come upon an Elf to whom he should APPROACH. APPROACH again and talk to Elf. If you paid attention to Hurth's story of the Elves you should realize that what is required is to SPEAK ELVISH and say AGRITH B'RAN the Elf will now go to Minar's aid. FOLLOW PRAXIX ROUTE and go DOWN into the stump and PROCEED. Once again you will become lost but it is important for Esher to keep EXAMINING the walls untill he finds the Hawkbane, the same applies to Praxix finding some stones containing fire essence. Eventually find will find an exit which will take you to the spot where Tag met the Elf. Go to ELF HOME which is on fire, FOLLOW ELVES and CAST RAIN. The grateful Elves will give you the Elf stone, The story will now take you back to Astrix who will reveal that he possesses the Wizard stone. This now concludes the quest for the four. Now for the quest of the two. Take the NORTHERN ROUTE and ENTER the Dwarves caverns, CONFRONT the presence you encounter and you will discover it is Hurth the Dwarf (TELL STORY to discover how this was possible). Go DOWN and stay on THIS LEVEL, SCOUT around to discover the Orcs and go AROUND ORCS. At the gate allow Praxix to EXAMINE RUNES, the problem now seems quite perplexing but in reality is quite simple to solve, SPEAK and enter "lorem". Now go BACK and go PAST ORCS. To create a diversion CAST TREMOR and immediately CAST ELEVATION AT HIMSELF. PROCEED twice untill trapped and again CAST TREMOR, while Praxix is busy engage in COMBAT untill the spell takes effect. During the fight Bergon will have been injured and will die soon unless something can be done. MIX REAGENT with WATER ESSENCE and USE MIX on BERGON to restore his health. PROCEED and ENTER TUNNEL go LEFT and enter NEW MINE then ENTER CLEFT nothing here so go BACK, but wait is'nt that laughter you can hear better ENTER CLEFT again and EXAMINE WALLS and lo and behold a miner will appear. ASK MINER about ORCS and the MINE, and when it is possible allow Tag to PICK UP the RED ROCKS once this is done go BACK. BACK again and go RIGHT and take the CRUDE PATH, GET ADVICE and let HURTH go DOWN, at the bottom JUMP. LOOK AROUND and you should find a key CLIMB UP and go BACK. Take the ORNATE PATH and OPEN DOOR. EXAMINE VAULT and RUNES and then MIX REAGENT with FIRE ESSENCE and USE MIX on VAULT, EXAMINE COFFIN and PICK UP STONE. Go BACK twice to leave the caverns as there is nothing else to done here, the old mine and the stairs are false trails. And now to find the second stone. PROCEED and CAST FLARE to get past the trees, PROCEED again and Praxix will become separated from the party. When Praxix awakens he will be confronted by a talking tree, ASK TREE ABOUT PATHS and follow the MILKY WAY. EXAMINE MECHANISM which will reveal a hole, CAST GLOW on STAFF and go DOWN. Go RIGHT and EXAMINE DEVICE, note the runes. Go left to the pits and CAST WIND this will reveal each pit has a rune that corresponds to a rune on the device in the control room.( this does not apply to the third pit whose rune is obliterated). Save the game now because what is to follow differs from game to game and does not always go according to plan. Here follows what each pit contains:- 1st pit:- this is accessed by just going DOWN, in the pit are veins of earth and fire essence( essential as you have run out of it). You cannot mine these veins with magic. Go UP to return from pit. 2nd pit:- accessed only by ELEVATING yourself. Inside is a pick-axe, unfortunately you cannot escape from the pit. 3rd pit:- accessed only by ELEVATING yourself. This pit will only lead you to the outside, access to the pits is then impossible. The runes on the pits change from time to time so the determining of the third rune can only be known by first knowing the first and second runes. The solution to solving the pits should be as follows. Go to the control room and set the LEFT DIAL to the rune of the second pit and the RIGHT DIAL to the rune of the first pit, now PUSH BUTTON and go BACK TO THE PITS and go DOWN. If you have done it correctly you will find the pick-axe there, so PICK UP PICK-AXE and MINE ROCK. Now to escape, go back to the CONTROL ROOM and set the LEFT DIAL to the rune of the first pit and the RIGHT DIAL to the rune of the third pit, PUSH BUTTON and go BACK TO THE PITS, go DOWN and FOLLOW LIGHT. If you are having trouble finding the third rune it will require you to keep restoring the game and trying different combinations until you can escape. Alternatively you can simply escape by ELEVATING yourself down the third pit, this however will waste your air essence which is required in abundance latter in the game. Once leaving the mines CROSS bridge then PROCEED, go to TOWER and go UP there you will meet Umbar. ACCEPT Umbar's offer and go DOWN, Umbar will show you a secret room where you should MIX REAGENT with FIRE ESSENCE, USE MIX ON STONES, you now have the second stone in your possession. Go BACK and go to COURTYARD, here CAST FLARE. The flare attracts the attention of the remainder of the party who should now PROCEED. Hurth will now fall ill, allow ESHER to EXAMINE HURTH who will use the Hawkbane to cure him. PROCEED again and Bergon will be snared in a trap, you cannot free him so HIDE and FOLLOW ORCS. At their camp let Tag check the INVENTORY where an interesting discovery will be made, USE RED ROCK and this will lead you to Bergon, then RUN FOR IT. The story will now take it's own course leading to Praxix rescue and returning to Astrix tower. This now concludes the quest for the two. Now for the quest of the one. PROCEED from the Sunrise Tower and you find yourself on the coast where a large shadow is present, Hurth should EXAMINE SHADOW and then HIDE, this will prove impossible but Praxix can MIX AIR and WATER to create a fog in which you can hide. PROCEED and STAY in the cave, where you will once again meet Umbar. ASK UMBAR ABOUT MUDWARGS and GET ADVICE. When Umbar goes to sleep EXAMINE UMBARS SACK and MIX BLACK REAGENT with FIRE ESSENCE it is now safe to LEAVE. Enter the CURIO SHOP and LOOK AROUND, REPLY to the proprietor and BUY the GREY STONE, it's pretty expensive so TRADE SPYGLASS. PROCEED and enter TAVERN. ORDER MEAL and EXAMINE OTHER TABLE. CAST INVISIBITY and EAVESDROP on their whole conversation, your invisibility will wear off half way through the conversation but continue to EAVESDROP as they mention the name of a ship's captain who has not been bribed ( this name changes every game). EXIT tavern and go to the WHARF where the harbormaster will ask you if you have any particular captain in mind, say YES and enter the name you heard in the tavern, go to his ship which is usualy the ZEPHYR. TELL TRUTH to captain and ACCEPT his offer. Now go to the INN and CHECK IN. ACCEPT and then EXIT and CAMP OUT, this will lead you to being put in jail, but at least your party is intact. In the jail MIX GREY REAGENT with FIRE ESSENCE, CAST a TREMOR spell to summon sheriff and USE MIXTURE ON SHERIFF, who will now release you. On board the ship RELAX and follow the story until after the storm. You cannot climb the mast so CAST ELEVATION AT TAG and CAST WIND. Save the game here as the next part differs in all games. The Demon that arrives will knock Praxix out, so PICK UP PRAXIX POUCH and MIX ???? ( the mixture required to create a lightning storm is always different, but it does require three essences. The best way of finding the right combination is to first mix two essences together until you have created a small storm, you then know that all is required is to keep adding a pinch of a third powder until the right combination is acheived. If at first you don't succeed keep restoring the game until you do.) After CASTing the mixture at the Demon the game will follow it's own course until the finality of the game is reached. This then concludes the quest for the one. And herein concludes JOURNEY! THIS SOLUTION WAS BROUGHT TO YOU BY VULCAN ------ And don't forget :- DON'T WASTE THOSE ESSENCES YOU NEVER KNOW WHEN THEY MIGHT COME IN HANDY!